2 * Copyright 2008 Henri Verbeet for CodeWeavers
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "wine/port.h"
23 #define DXGI_INIT_GUID
24 #include "dxgi_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(dxgi);
28 static CRITICAL_SECTION_DEBUG dxgi_cs_debug =
31 {&dxgi_cs_debug.ProcessLocksList,
32 &dxgi_cs_debug.ProcessLocksList},
33 0, 0, {(DWORD_PTR)(__FILE__ ": dxgi_cs")}
35 CRITICAL_SECTION dxgi_cs = {&dxgi_cs_debug, -1, 0, 0, 0, 0};
40 struct dxgi_device_layer *device_layers;
44 static struct dxgi_main dxgi_main;
46 static void dxgi_main_cleanup(void)
48 EnterCriticalSection(&dxgi_cs);
50 HeapFree(GetProcessHeap(), 0, dxgi_main.device_layers);
51 dxgi_main.device_layers = NULL;
52 dxgi_main.layer_count = 0;
54 FreeLibrary(dxgi_main.d3d10core);
55 dxgi_main.d3d10core = NULL;
57 LeaveCriticalSection(&dxgi_cs);
60 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
62 TRACE("fdwReason %u\n", fdwReason);
66 case DLL_PROCESS_ATTACH:
67 DisableThreadLibraryCalls(hInstDLL);
71 case DLL_PROCESS_DETACH:
72 if (!--dxgi_main.refcount) dxgi_main_cleanup();
79 HRESULT WINAPI CreateDXGIFactory(REFIID riid, void **factory)
81 struct dxgi_factory *object;
85 TRACE("riid %s, factory %p\n", debugstr_guid(riid), factory);
87 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
90 ERR("Failed to allocate DXGI factory object memory\n");
95 object->vtbl = &dxgi_factory_vtbl;
98 EnterCriticalSection(&dxgi_cs);
99 object->wined3d = WineDirect3DCreate(10, (IUnknown *)object);
101 object->adapter_count = IWineD3D_GetAdapterCount(object->wined3d);
102 LeaveCriticalSection(&dxgi_cs);
103 object->adapters = HeapAlloc(GetProcessHeap(), 0, object->adapter_count * sizeof(*object->adapters));
104 if (!object->adapters)
106 ERR("Failed to allocate DXGI adapter array memory\n");
111 for (i = 0; i < object->adapter_count; ++i)
113 struct dxgi_adapter *adapter = HeapAlloc(GetProcessHeap(), 0, sizeof(**object->adapters));
117 ERR("Failed to allocate DXGI adapter memory\n");
118 for (j = 0; j < i; ++j)
120 HeapFree(GetProcessHeap(), 0, object->adapters[j]);
126 adapter->vtbl = &dxgi_adapter_vtbl;
127 adapter->refcount = 1;
128 adapter->ordinal = i;
129 object->adapters[i] = (IDXGIAdapter *)adapter;
132 TRACE("Created IDXGIFactory %p\n", object);
134 hr = IDXGIFactory_QueryInterface((IDXGIFactory *)object, riid, factory);
135 IDXGIFactory_Release((IDXGIFactory *)object);
140 HeapFree(GetProcessHeap(), 0, object->adapters);
143 EnterCriticalSection(&dxgi_cs);
144 IWineD3D_Release(object->wined3d);
145 LeaveCriticalSection(&dxgi_cs);
147 HeapFree(GetProcessHeap(), 0, object);
153 static BOOL get_layer(enum dxgi_device_layer_id id, struct dxgi_device_layer *layer)
157 EnterCriticalSection(&dxgi_cs);
159 for (i = 0; i < dxgi_main.layer_count; ++i)
161 if (dxgi_main.device_layers[i].id == id)
163 *layer = dxgi_main.device_layers[i];
164 LeaveCriticalSection(&dxgi_cs);
169 LeaveCriticalSection(&dxgi_cs);
173 static HRESULT register_d3d10core_layers(HMODULE d3d10core)
175 EnterCriticalSection(&dxgi_cs);
177 if (!dxgi_main.d3d10core)
180 HRESULT (WINAPI *d3d10core_register_layers)(void);
184 ret = GetModuleHandleExA(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, (LPCSTR)d3d10core, &mod);
187 LeaveCriticalSection(&dxgi_cs);
191 d3d10core_register_layers = (HRESULT (WINAPI *)(void))GetProcAddress(mod, "D3D10CoreRegisterLayers");
192 hr = d3d10core_register_layers();
195 ERR("Failed to register d3d10core layers, returning %#x\n", hr);
196 LeaveCriticalSection(&dxgi_cs);
200 dxgi_main.d3d10core = mod;
203 LeaveCriticalSection(&dxgi_cs);
208 HRESULT WINAPI DXGID3D10CreateDevice(HMODULE d3d10core, IDXGIFactory *factory, IDXGIAdapter *adapter,
209 UINT flags, DWORD unknown0, void **device)
211 struct layer_get_size_args get_size_args;
212 struct dxgi_device *dxgi_device;
213 struct dxgi_device_layer d3d10_layer;
214 IWineDXGIAdapter *wine_adapter;
215 UINT adapter_ordinal;
222 TRACE("d3d10core %p, factory %p, adapter %p, flags %#x, unknown0 %#x, device %p\n",
223 d3d10core, factory, adapter, flags, unknown0, device);
225 hr = register_d3d10core_layers(d3d10core);
228 ERR("Failed to register d3d10core layers, returning %#x\n", hr);
232 if (!get_layer(DXGI_DEVICE_LAYER_D3D10_DEVICE, &d3d10_layer))
234 ERR("Failed to get D3D10 device layer\n");
239 hr = d3d10_layer.init(d3d10_layer.id, &count, NULL);
242 WARN("Failed to initialize D3D10 device layer\n");
246 get_size_args.unknown0 = 0;
247 get_size_args.unknown1 = 0;
248 get_size_args.unknown2 = NULL;
249 get_size_args.unknown3 = NULL;
250 get_size_args.adapter = adapter;
251 get_size_args.interface_major = 10;
252 get_size_args.interface_minor = 1;
253 get_size_args.version_build = 4;
254 get_size_args.version_revision = 6000;
256 device_size = d3d10_layer.get_size(d3d10_layer.id, &get_size_args, 0);
257 device_size += sizeof(*dxgi_device);
259 dxgi_device = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device_size);
262 ERR("Failed to allocate device memory\n");
263 return E_OUTOFMEMORY;
266 dxgi_device->vtbl = &dxgi_device_vtbl;
267 dxgi_device->refcount = 1;
269 hr = IDXGIFactory_QueryInterface(factory, &IID_IWineDXGIFactory, (void **)&dxgi_device->factory);
272 WARN("This is not the factory we're looking for, returning %#x\n", hr);
275 wined3d = IWineDXGIFactory_get_wined3d(dxgi_device->factory);
277 hr = IDXGIAdapter_QueryInterface(adapter, &IID_IWineDXGIAdapter, (void **)&wine_adapter);
280 WARN("This is not the adapter we're looking for, returning %#x\n", hr);
281 EnterCriticalSection(&dxgi_cs);
282 IWineD3D_Release(wined3d);
283 LeaveCriticalSection(&dxgi_cs);
286 adapter_ordinal = IWineDXGIAdapter_get_ordinal(wine_adapter);
287 IWineDXGIAdapter_Release(wine_adapter);
289 FIXME("Ignoring adapter type\n");
290 EnterCriticalSection(&dxgi_cs);
291 hr = IWineD3D_CreateDevice(wined3d, adapter_ordinal, WINED3DDEVTYPE_HAL, NULL,
292 0, &dxgi_device->wined3d_device, (IUnknown *)dxgi_device);
293 IWineD3D_Release(wined3d);
294 LeaveCriticalSection(&dxgi_cs);
297 WARN("Failed to create a WineD3D device, returning %#x\n", hr);
301 layer_base = dxgi_device + 1;
303 hr = d3d10_layer.create(d3d10_layer.id, &layer_base, 0,
304 dxgi_device, &IID_IUnknown, (void **)&dxgi_device->child_layer);
307 WARN("Failed to create device, returning %#x\n", hr);
311 *device = (IUnknown *)dxgi_device;
316 if (dxgi_device->wined3d_device)
318 EnterCriticalSection(&dxgi_cs);
319 IWineD3DDevice_Release(dxgi_device->wined3d_device);
320 LeaveCriticalSection(&dxgi_cs);
322 if (dxgi_device->factory) IWineDXGIFactory_Release(dxgi_device->factory);
323 HeapFree(GetProcessHeap(), 0, dxgi_device);
328 HRESULT WINAPI DXGID3D10RegisterLayers(const struct dxgi_device_layer *layers, UINT layer_count)
331 struct dxgi_device_layer *new_layers;
333 TRACE("layers %p, layer_count %u\n", layers, layer_count);
335 EnterCriticalSection(&dxgi_cs);
337 if (!dxgi_main.layer_count)
338 new_layers = HeapAlloc(GetProcessHeap(), 0, layer_count * sizeof(*new_layers));
340 new_layers = HeapReAlloc(GetProcessHeap(), 0, dxgi_main.device_layers,
341 (dxgi_main.layer_count + layer_count) * sizeof(*new_layers));
345 LeaveCriticalSection(&dxgi_cs);
346 ERR("Failed to allocate layer memory\n");
347 return E_OUTOFMEMORY;
350 for (i = 0; i < layer_count; ++i)
352 const struct dxgi_device_layer *layer = &layers[i];
354 TRACE("layer %d: id %#x, init %p, get_size %p, create %p\n",
355 i, layer->id, layer->init, layer->get_size, layer->create);
357 new_layers[dxgi_main.layer_count + i] = *layer;
360 dxgi_main.device_layers = new_layers;
361 dxgi_main.layer_count += layer_count;
363 LeaveCriticalSection(&dxgi_cs);